osu/osu.Game/Screens/OnlinePlay/OnlinePlayScreen.cs
Bartłomiej Dach 42fada578e
Centralise and improve messaging around online state
When the server requests a disconnect due to a user connecting
via a second device, the client will now log the user out on the first
device and show a notification informing them of the cause of
disconnection.
2023-11-21 15:15:46 +09:00

249 lines
8.5 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Logging;
using osu.Framework.Screens;
using osu.Game.Graphics.Containers;
using osu.Game.Online.API;
using osu.Game.Overlays;
using osu.Game.Screens.Menu;
using osu.Game.Screens.OnlinePlay.Components;
using osu.Game.Screens.OnlinePlay.Lounge;
using osu.Game.Users;
namespace osu.Game.Screens.OnlinePlay
{
[Cached]
public abstract partial class OnlinePlayScreen : OsuScreen, IHasSubScreenStack
{
[Cached]
protected readonly OverlayColourProvider ColourProvider = new OverlayColourProvider(OverlayColourScheme.Plum);
public IScreen CurrentSubScreen => screenStack.CurrentScreen;
public override bool CursorVisible => (screenStack?.CurrentScreen as IOnlinePlaySubScreen)?.CursorVisible ?? true;
// this is required due to PlayerLoader eventually being pushed to the main stack
// while leases may be taken out by a subscreen.
public override bool DisallowExternalBeatmapRulesetChanges => true;
protected LoungeSubScreen Lounge { get; private set; }
private MultiplayerWaveContainer waves;
private ScreenStack screenStack;
[Cached(Type = typeof(IRoomManager))]
protected RoomManager RoomManager { get; private set; }
[Cached]
private readonly OngoingOperationTracker ongoingOperationTracker = new OngoingOperationTracker();
[Resolved]
protected IAPIProvider API { get; private set; }
protected OnlinePlayScreen()
{
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
RelativeSizeAxes = Axes.Both;
Padding = new MarginPadding { Horizontal = -HORIZONTAL_OVERFLOW_PADDING };
RoomManager = CreateRoomManager();
}
private readonly IBindable<APIState> apiState = new Bindable<APIState>();
[BackgroundDependencyLoader]
private void load()
{
InternalChild = waves = new MultiplayerWaveContainer
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
screenStack = new OnlinePlaySubScreenStack { RelativeSizeAxes = Axes.Both },
new Header(ScreenTitle, screenStack),
RoomManager,
ongoingOperationTracker,
}
};
}
private void onlineStateChanged(ValueChangedEvent<APIState> state) => Schedule(() =>
{
if (state.NewValue != APIState.Online)
Schedule(forcefullyExit);
});
protected override void LoadComplete()
{
base.LoadComplete();
screenStack.ScreenPushed += screenPushed;
screenStack.ScreenExited += screenExited;
screenStack.Push(Lounge = CreateLounge());
apiState.BindTo(API.State);
apiState.BindValueChanged(onlineStateChanged, true);
}
private void forcefullyExit()
{
Logger.Log($"{this} forcefully exiting due to loss of API connection");
// This is temporary since we don't currently have a way to force screens to be exited
if (this.IsCurrentScreen())
{
while (this.IsCurrentScreen())
this.Exit();
}
// Also handle the case where a child screen is current (ie. gameplay).
else if (this.GetChildScreen() != null)
{
this.MakeCurrent();
Schedule(forcefullyExit);
}
}
public override void OnEntering(ScreenTransitionEvent e)
{
this.FadeIn();
waves.Show();
Mods.SetDefault();
if (Lounge.IsCurrentScreen())
Lounge.OnEntering(e);
else
Lounge.MakeCurrent();
}
public override void OnResuming(ScreenTransitionEvent e)
{
this.FadeIn(250);
this.ScaleTo(1, 250, Easing.OutSine);
Debug.Assert(screenStack.CurrentScreen != null);
// if a subscreen was pushed to the nested stack while the stack was not present, this path will proxy `OnResuming()`
// to the subscreen before `OnEntering()` can even be called for the subscreen, breaking ordering expectations.
// to work around this, do not proxy resume to screens that haven't loaded yet.
if ((screenStack.CurrentScreen as Drawable)?.IsLoaded == true)
screenStack.CurrentScreen.OnResuming(e);
base.OnResuming(e);
}
public override void OnSuspending(ScreenTransitionEvent e)
{
this.ScaleTo(1.1f, 250, Easing.InSine);
this.FadeOut(250);
Debug.Assert(screenStack.CurrentScreen != null);
// if a subscreen was pushed to the nested stack while the stack was not present, this path will proxy `OnSuspending()`
// to the subscreen before `OnEntering()` can even be called for the subscreen, breaking ordering expectations.
// to work around this, do not proxy suspend to screens that haven't loaded yet.
if ((screenStack.CurrentScreen as Drawable)?.IsLoaded == true)
screenStack.CurrentScreen.OnSuspending(e);
}
public override bool OnExiting(ScreenExitEvent e)
{
while (screenStack.CurrentScreen != null && screenStack.CurrentScreen is not LoungeSubScreen)
{
var subScreen = (Screen)screenStack.CurrentScreen;
if (subScreen.IsLoaded && subScreen.OnExiting(e))
return true;
subScreen.Exit();
}
RoomManager.PartRoom();
waves.Hide();
this.Delay(WaveContainer.DISAPPEAR_DURATION).FadeOut();
base.OnExiting(e);
return false;
}
public override bool OnBackButton()
{
if (!(screenStack.CurrentScreen is IOnlinePlaySubScreen onlineSubScreen))
return false;
if (((Drawable)onlineSubScreen).IsLoaded && onlineSubScreen.AllowBackButton && onlineSubScreen.OnBackButton())
return true;
if (screenStack.CurrentScreen != null && !(screenStack.CurrentScreen is LoungeSubScreen))
{
screenStack.Exit();
return true;
}
return false;
}
protected override void LogoExiting(OsuLogo logo)
{
base.LogoExiting(logo);
// the wave overlay transition takes longer than expected to run.
logo.Delay(WaveContainer.DISAPPEAR_DURATION / 2).FadeOut();
}
private void screenPushed(IScreen lastScreen, IScreen newScreen)
{
subScreenChanged(lastScreen, newScreen);
}
private void screenExited(IScreen lastScreen, IScreen newScreen)
{
subScreenChanged(lastScreen, newScreen);
if (screenStack.CurrentScreen == null && this.IsCurrentScreen())
this.Exit();
}
private void subScreenChanged(IScreen lastScreen, IScreen newScreen)
{
if (lastScreen is IOsuScreen lastOsuScreen)
Activity.UnbindFrom(lastOsuScreen.Activity);
if (newScreen is IOsuScreen newOsuScreen)
((IBindable<UserActivity>)Activity).BindTo(newOsuScreen.Activity);
}
protected abstract string ScreenTitle { get; }
protected virtual RoomManager CreateRoomManager() => new RoomManager();
protected abstract LoungeSubScreen CreateLounge();
private partial class MultiplayerWaveContainer : WaveContainer
{
protected override bool StartHidden => true;
public MultiplayerWaveContainer()
{
FirstWaveColour = Color4Extensions.FromHex(@"654d8c");
SecondWaveColour = Color4Extensions.FromHex(@"554075");
ThirdWaveColour = Color4Extensions.FromHex(@"44325e");
FourthWaveColour = Color4Extensions.FromHex(@"392850");
}
}
ScreenStack IHasSubScreenStack.SubScreenStack => screenStack;
}
}